
Key RequiredUniversal

local clone_transparency = 0.8
local Motors = {
["Left Hip"] = 0,
["Neck"] = 0,
["Left Shoulder"] = 0,
["Right Hip"] = 0,
["Right Shoulder"] = 0
}
local TS = game:GetService("TweenService")
local count2, maxcount2, count
local function getnext(tbl, number)
local c = 100
local rtrnv = 0
for i, v in pairs(tbl) do
if i > number and i - number < c then
c = i - number
rtrnv = i
end
end
return rtrnv
end
local function kftotbl(kf)
local tbl3 = {}
for i, v in pairs(kf:GetDescendants()) do
if v:IsA("Pose") then
tbl3[string.sub(v.Name, 1, 1) .. string.sub(v.Name, #v.Name, #v.Name)] = v.CFrame
end
end
return tbl3
end
local function getSpeed(lastTimeStamp, currentTimeStamp)
if currentTimeStamp == 0 then return 0 end
return math.abs(lastTimeStamp - currentTimeStamp)
end
local function getAnimation(animationId)
local animationObject
local S, E = pcall(function()
animationObject = game:GetObjects(animationId)[1]
end)
return animationObject
end
local Main = {}
Main.__index = Main
function Main.LoadDummy(DummyChar)
local metatable = {}
setmetatable(metatable, Main)
metatable.char = DummyChar
return metatable
end
function Main:LoadAnimation(animationId)
local Character = self.char
local animationObject = getAnimation(animationId)
if animationObject == nil then return end
print(animationObject)
local metatable = {}
setmetatable(metatable, Main)
metatable.char = Character
metatable.animObject = animationObject
return metatable
end
function Main:Play()
local Character = self.char
local animationObject = self.animObject
local Looped = true
local anim = {}
for i, v in pairs(animationObject:GetChildren()) do
if v:IsA("Keyframe") then
anim[v.Time] = kftotbl(v)
end
end
local LH = Character.Torso["Left Hip"].C0
local RH = Character.Torso["Right Hip"].C0
local LS = Character.Torso["Left Shoulder"].C0
local RS = Character.Torso["Right Shoulder"].C0
local RoH = Character.HumanoidRootPart["RootJoint"].C0
local N = Character.Torso["Neck"].C0
count = -1
local lastTimeStamp = 0
local char = Character
self.played = false
local times = {
Lg = 0,
Rg = 0,
Lm = 0,
Rm = 0,
To = 0,
Hd = 0
}
local timepassed = 0
local lasttime = tick()
while task.wait() do
timepassed = tick() - lasttime
if self.played then
Character.Torso["Left Hip"].C0 = LH
Character.Torso["Right Hip"].C0 = RH
Character.Torso["Left Shoulder"].C0 = LS
Character.Torso["Right Shoulder"].C0 = RS
Character.HumanoidRootPart["RootJoint"].C0 = RoH
Character.Torso["Neck"].C0 = N
break
end
if not Looped then
self.played = true
end
for i, oasjdadlasdkadkldjkl in pairs(anim) do
local asdf = getnext(anim, count)
local v = anim[asdf]
count2 = 0
maxcount2 = asdf - count
count = asdf
wait(asdf - count)
count2 = maxcount2
if v["Lg"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Lg + getSpeed(lastTimeStamp, asdf))
times.Lg = 0
TS:Create(Character.Torso["Left Hip"], Ti, { C0 = LH * v["Lg"] }):Play()
else
times.Lg = times.Lg + getSpeed(lastTimeStamp, asdf)
end
if v["Rg"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Rg + getSpeed(lastTimeStamp, asdf))
times.Rg = 0
TS:Create(Character.Torso["Right Hip"], Ti, { C0 = RH * v["Rg"] }):Play()
else
times.Rg = times.Rg + getSpeed(lastTimeStamp, asdf)
end
if v["Lm"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Lm + getSpeed(lastTimeStamp, asdf))
times.Lm = 0
TS:Create(Character.Torso["Left Shoulder"], Ti, { C0 = LS * v["Lm"] }):Play()
else
times.Lm = times.Lm + getSpeed(lastTimeStamp, asdf)
end
if v["Rm"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Rm + getSpeed(lastTimeStamp, asdf))
times.Rm = 0
TS:Create(Character.Torso["Right Shoulder"], Ti, { C0 = RS * v["Rm"] }):Play()
else
times.Rm = times.Rm + getSpeed(lastTimeStamp, asdf)
end
if v["To"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.To + getSpeed(lastTimeStamp, asdf))
times.To = 0
TS:Create(Character.HumanoidRootPart["RootJoint"], Ti, { C0 = RoH * v["To"] }):Play()
else
times.To = times.To + getSpeed(lastTimeStamp, asdf)
end
if v["Hd"] then
local Ti = TweenInfo.new(getSpeed(lastTimeStamp, asdf) + times.Hd + getSpeed(lastTimeStamp, asdf))
times.Hd = 0
TS:Create(Character.Torso["Neck"], Ti, { C0 = N * v["Hd"] }):Play()
else
times.Hd = times.Hd + getSpeed(lastTimeStamp, asdf)
end
task.wait(getSpeed(lastTimeStamp, asdf))
lastTimeStamp = asdf
end
end
end
function Main:Stop()
self.played = true
end
local animationplayer = Main
local LoadedAnimationTable = {}
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local RunService = game:GetService("RunService")
game.Players.LocalPlayer.Character.Archivable = true
local FakeCharacter = game.Players.LocalPlayer.Character:Clone()
Player.Character:BreakJoints()
Player.Character = nil
local Connection
Connection = game.Workspace.DescendantAdded:Connect(function(c)
if c.Name == "Animate" and c.Parent == Player.Character then
c.Enabled = false
Connection:Disconnect()
end
end)
repeat task.wait() until game.Players.LocalPlayer.Character
task.wait(0.1)
local RealChar = Player.Character
RealChar.Archivable = true
FakeCharacter.Name = Player.Name .. "_Fake"
FakeCharacter.Parent = workspace
local rig = animationplayer.LoadDummy(FakeCharacter)
-- Comment out the following lines to not load and play any animation
-- local track = rig:LoadAnimation("rbxassetid://17603135849")
-- coroutine.wrap(function()
-- track:Play()
-- end)()
task.spawn(function()
for i, LS in ipairs(FakeCharacter:GetChildren()) do
if LS:IsA("LocalScript") then
LS.Enabled = false
task.wait(0.1)
LS.Enabled = false
end
end
end)
for i, Part in ipairs(FakeCharacter:GetDescendants()) do
if Part:IsA("BasePart") then
Part.Transparency = clone_transparency
end
end
for i, Decal in ipairs(FakeCharacter:GetDescendants()) do
if Decal:IsA("Decal") then
Decal.Transparency = clone_transparency
end
end
Player.Character = FakeCharacter
local function MotorAngle()
if RealChar:FindFirstChild("Torso") then
for MotorName, Motor6DAngle in pairs(Motors) do
if RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName) then
RealChar:FindFirstChild("Torso"):FindFirstChild(MotorName).CurrentAngle = Motor6DAngle
end
end
end
end
local function SetAngles()
if FakeCharacter:FindFirstChild("Torso") then
for MotorName, Motor6DAngle in pairs(Motors) do
if FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName) then
local Motor = FakeCharacter:FindFirstChild("Torso"):FindFirstChild(MotorName)
local rx, ry, rz = Motor.Part1.CFrame:ToObjectSpace(FakeCharacter:FindFirstChild("Torso").CFrame):ToOrientation()
if Motor.Name == "Right Shoulder" then
Motors[MotorName] = -rx
end
if Motor.Name == "Left Shoulder" then
Motors[MotorName] = rx
end
if Motor.Name == "Right Hip" then
Motors[MotorName] = -rx
end
if Motor.Name == "Left Hip" then
Motors[MotorName] = rx
end
if Motor.Name == "Neck" then
Motors[MotorName] = -ry
end
end
end
end
end
local function BaseCol()
for i, Part in ipairs(RealChar:GetChildren()) do
if Part:IsA("BasePart") then
Part.CanCollide = false
end
end
for i, Part in ipairs(FakeCharacter:GetChildren()) do
if Part:IsA("BasePart") then
Part.CanCollide = false
end
end
end
RunService.Heartbeat:Connect(function()
SetAngles()
MotorAngle()
pcall(function()
RealChar.HumanoidRootPart.CFrame = FakeCharacter.Torso.CFrame
end)
end)
RunService.PreSimulation:Connect(function()
BaseCol()
end)
--[[
FE SAD
made by MyWorld#4430
discord.gg/pYVHtSJmEY
works on R6, R15, no hats needed
controls: F to fly
]]
if "its sad enough to use MyWorld's reanimate" then
--reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY
local Vector3_101 = Vector3.new(1, 0, 1)
local netless_Y = Vector3.new(0, 25.1, 0)
local function getNetlessVelocity(realPartVelocity) --edit this if you have a better netless method
local netlessVelocity = realPartVelocity * Vector3_101
local mag = netlessVelocity.Magnitude
if mag > 0.1 then
netlessVelocity *= 100 / mag
end
netlessVelocity += netless_Y
return netlessVelocity
end
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local noclipAllParts = true --set it to true if you want noclip
local flingpart = "HumanoidRootPart" --the part that will be used to fling (ctrl + F "fling function")
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
local newanimate = true --disables the animate script and enables after reanimation
local discharscripts = true --disables all localScripts parented to your character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local hatcollide = true --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0)
local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
local hedafterneck = true --disable aligns for head and enable after neck is removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 1 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 3 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge
local c = lp.Character
if not (c and c.Parent) then
return
end
c.Destroying:Connect(function()
c = nil
end)
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local function align(Part0, Part1)
Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001)
local att0 = Instance.new("Attachment", Part0)
att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = "att0_" .. Part0.Name
local att1 = Instance.new("Attachment", Part1)
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = "att1_" .. Part1.Name
if (alignmode == 1) or (alignmode == 2) then
local ape = Instance.new("AlignPosition", att0)
ape.ApplyAtCenterOfMass = false
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled = false
ape.Responsiveness = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name = "AlignPositionRtrue"
ape.RigidityEnabled = true
end
if (alignmode == 2) or (alignmode == 3) then
local apd = Instance.new("AlignPosition", att0)
apd.ApplyAtCenterOfMass = false
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled = false
apd.Responsiveness = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name = "AlignPositionRfalse"
apd.RigidityEnabled = false
end
local ao = Instance.new("AlignOrientation", att0)
ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly = false
ao.ReactionTorqueEnabled = false
ao.Responsiveness = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled = false
if type(getNetlessVelocity) == "function" then
local realVelocity = v3_0
local steppedcon = stepped:Connect(function()
Part0.Velocity = realVelocity
end)
local heartbeatcon = heartbeat:Connect(function()
realVelocity = Part0.Velocity
Part0.Velocity = getNetlessVelocity(realVelocity)
end)
Part0.Destroying:Connect(function()
Part0 = nil
steppedcon:Disconnect()
heartbeatcon:Disconnect()
end)
end
end
local function respawnrequest()
local ccfr = ws.CurrentCamera.CFrame
local c = lp.Character
lp.Character = nil
lp.Character = c
local con = nil
con = ws.CurrentCamera.Changed:Connect(function(prop)
if (prop ~= "Parent") and (prop ~= "CFrame") then
return
end
ws.CurrentCamera.CFrame = ccfr
con:Disconnect()
end)
end
local destroyhum = (method == 4) or (method == 5)
local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)
hatcollide = hatcollide and (method == 0)
addtools = addtools and gp(lp, "Backpack", "Backpack")
local fenv = getfenv()
local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad
if shp and (simradius == "shp") then
spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
elseif ssr and (simradius == "ssr") then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end
antiragdoll = antiragdoll and function(v)
if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
v.Parent = nil
end
end
if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
c.DescendantAdded:Connect(antiragdoll)
end
if antirespawn then
respawnrequest()
end
if method == 0 then
wait(loadtime)
if not c then
return
end
end
if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
v.Disabled = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not animate.Disabled) then
animate.Disabled = true
else
newanimate = false
end
end
if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
v.Parent = c
end
end
end
pcall(function()
settings().Physics.AllowSleep = false
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
end)
local OLDscripts = {}
for i, v in pairs(c:GetDescendants()) do
if v.ClassName == "Script" then
table.insert(OLDscripts, v)
end
end
local scriptNames = {}
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if v.Name == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
table.insert(scriptNames, newName)
Instance.new("Script", v).Name = newName
end
end
c.Archivable = true
local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end
local cl = c:Clone()
if hum and humState16 then
hum:ChangeState(Enum.HumanoidStateType.Physics)
if destroyhum then
wait(1.6)
end
end
if hum and hum.Parent and destroyhum then
hum:Destroy()
end
if not c then
return
end
local head = gp(c, "Head", "BasePart")
local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
if hatcollide and c:FindFirstChildOfClass("Accessory") then
local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script")
if not (torso and root and anything) then
return
end
torso:Destroy()
root:Destroy()
if shp then
for i,v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
shp(v, "BackendAccoutrementState", 0)
end
end
end
anything:Destroy()
end
for i, v in pairs(cl:GetDescendants()) do
if v:IsA("BasePart") then
v.Transparency = 1
v.Anchored = false
end
end
local model = Instance.new("Model", c)
model.Name = model.ClassName
model.Destroying:Connect(function()
model = nil
end)
for i, v in pairs(c:GetChildren()) do
if v ~= model then
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and v1.Parent and v1:IsA("BasePart") then
local bv = Instance.new("BodyVelocity", v1)
bv.Velocity = v3_0
bv.MaxForce = v3(1000, 1000, 1000)
bv.P = 1250
bv.Name = "bv_" .. v.Name
end
end
end
v.Parent = model
end
end
if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
spawn(function()
wait(loadtime)
if model then
model:BreakJoints()
end
end)
end
end
cl.Parent = c
for i, v in pairs(cl:GetChildren()) do
v.Parent = c
end
cl:Destroy()
local noclipmodel = (noclipAllParts and c) or model
local noclipcon = nil
local function uncollide()
if noclipmodel then
for i, v in pairs(noclipmodel:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
else
noclipcon:Disconnect()
end
end
noclipcon = stepped:Connect(uncollide)
uncollide()
for i, scr in pairs(model:GetDescendants()) do
if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
local Part0 = scr.Parent
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
local Part1 = scr1.Parent
if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
align(Part0, Part1)
break
end
end
end
end
end
end
if (typeof(hedafterneck) == "Instance") and head then
local aligns = {}
local con = nil
con = hedafterneck.Changed:Connect(function(prop)
if (prop == "Parent") and not hedafterneck.Parent then
con:Disconnect()
for i, v in pairs(aligns) do
v.Enabled = true
end
end
end)
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
i = tostring(i)
aligns[i] = v
v.Destroying:Connect(function()
aligns[i] = nil
end)
v.Enabled = false
end
end
end
for i, v in pairs(c:GetDescendants()) do
if v and v.Parent then
if v.ClassName == "Script" then
if table.find(scriptNames, v.Name) then
v:Destroy()
end
elseif not v:IsDescendantOf(model) then
if v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ForceField") then
v.Visible = false
elseif v:IsA("Sound") then
v.Playing = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
v.Enabled = false
end
end
end
end
if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = false
end
end
if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
v.Parent = addtools
end
end
end
local hum0 = model:FindFirstChildOfClass("Humanoid")
if hum0 then
hum0.Destroying:Connect(function()
hum0 = nil
end)
end
local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
hum1.Destroying:Connect(function()
hum1 = nil
end)
end
if hum1 then
ws.CurrentCamera.CameraSubject = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 then
ws.CurrentCamera.CameraSubject = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
hum0.Changed:Connect(function(prop)
if hum1 and (prop == "Jump") then
hum1.Jump = hum0.Jump
end
end)
else
respawnrequest()
end
end
local rb = Instance.new("BindableEvent", c)
rb.Event:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
c:BreakJoints()
return
end
if hum0 and (hum0.Health > 0) then
model:BreakJoints()
hum0.Health = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)
spawn(function()
while c do
if hum0 and hum1 then
hum1.Jump = hum0.Jump
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)
R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = part.CFrame
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.8
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.85,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.85,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.85,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.85,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
part.Archivable = true
for i, v in pairs(R6parts) do
local part = part:Clone()
part:ClearAllChildren()
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored = false
part.Transparency = 1
part.CanCollide = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = Instance.new("Weld", R15part)
weld.Name = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
R15part.Massless = true
R15part.Name = "R15_" .. i1
R15part.Parent = part
if att then
att.Parent = part
att.Position = v3(0, v1, 0)
end
end
end
part.Parent = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = R6parts.torso,
Name = "Neck",
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = R6parts.root,
Name = "RootJoint" ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = R6parts.torso,
Name = "Right Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = R6parts.torso,
Name = "Left Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = R6parts.torso,
Name = "Right Hip",
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = R6parts.torso,
Name = "Left Hip" ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = Instance.new("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
hum1.RigType = Enum.HumanoidRigType.R6
hum1.HipHeight = 0
end
end
--fling function
--usage: fling([part or CFrame or Vector3], [fling duration (seconds)], [rotation velocity (Vector3)])
local flingpart0 = gp(model, flingpart, "BasePart")
local flingpart1 = gp(c, flingpart, "BasePart")
local fling = function() end
if flingpart0 and flingpart1 then
flingpart0.Destroying:Connect(function()
flingpart0 = nil
fling = function() end
end)
flingpart1.Destroying:Connect(function()
flingpart1 = nil
fling = function() end
end)
--flingpart1.Archivable = true
local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment")
local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment")
if att0 and att1 then
fling = function(target, duration, rotVelocity)
if (typeof(target) == "Instance" and target:IsA("BasePart")) or (typeof(target) == "CFrame") then
target = target.Position
elseif typeof(target) ~= "Vector3" then
return
end
if type(duration) ~= number then
duration = tonumber(duration) or 0.5
end
if typeof(rotVelocity) ~= "Vector3" then
rotVelocity = v3(20000, 20000, 20000)
end
if not (target and flingpart0 and flingpart1 and att0 and att1) then
return
end
local flingpart = flingpart0:Clone()
flingpart.Transparency = 1
flingpart.Size = v3(0.01, 0.01, 0.01)
flingpart.CanCollide = false
flingpart.Name = "flingpart_" .. flingpart0.Name
flingpart.Anchored = true
flingpart.Destroying:Connect(function()
flingpart = nil
end)
flingpart.Parent = flingpart1
if flingpart0.Transparency > 0.5 then
flingpart0.Transparency = 0.5
end
att1.Parent = flingpart
for i, v in pairs(att0:GetChildren()) do
if v:IsA("AlignOrientation") then
v.Enabled = false
end
end
local con = nil
con = heartbeat:Connect(function()
if target and flingpart and flingpart0 and flingpart1 and att0 and att1 then
flingpart0.RotVelocity = rotVelocity
flingpart.Position = target
else
con:Disconnect()
end
end)
local steppedRotVel = v3(
((target.X > 0) and -1) or 1,
((target.Y > 0) and -1) or 1,
((target.Z > 0) and -1) or 1
)
local con = nil
con = stepped:Connect(function()
if target and flingpart and flingpart0 and flingpart1 and att0 and att1 then
flingpart0.RotVelocity = steppedRotVel
flingpart.Position = target
else
con:Disconnect()
end
end)
wait(duration)
target = nil
if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then
return
end
flingpart0.RotVelocity = v3_0
att1.Parent = flingpart1
for i, v in pairs(att0:GetChildren()) do
if v:IsA("AlignOrientation") then
v.Enabled = true
end
end
flingpart:Destroy()
end
end
end
end
--end of reanimate
local lp = game:GetService("Players").LocalPlayer
local ws = game:GetService("Workspace")
local c = lp.Character
if not (c and c.Parent) then
return print("character not found")
end
c:GetPropertyChangedSignal("Parent"):Connect(function()
if not (c and c.Parent) then
c = nil
end
end)
--getPart function
local function gp(parent, name, className)
local ret = nil
pcall(function()
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
ret = v
break
end
end
end)
return ret
end
--check if reanimate loaded
local model = gp(c, "Model", "Model")
if not model then return print("model not found") end
--find body parts
local head = gp(c, "Head", "BasePart")
if not head then return print("head not found") end
local torso = gp(c, "Torso", "BasePart")
if not torso then return print("torso not found") end
local humanoidRootPart = gp(c, "HumanoidRootPart", "BasePart")
if not humanoidRootPart then return print("humanoid root part not found") end
local leftArm = gp(c, "Left Arm", "BasePart")
if not leftArm then return print("left arm not found") end
local rightArm = gp(c, "Right Arm", "BasePart")
if not rightArm then return print("right arm not found") end
local leftLeg = gp(c, "Left Leg", "BasePart")
if not leftLeg then return print("left leg not found") end
local rightLeg = gp(c, "Right Leg", "BasePart")
if not rightLeg then return print("right leg not found") end
--find rig joints
local neck = gp(torso, "Neck", "Motor6D")
if not neck then return print("neck not found") end
local rootJoint = gp(humanoidRootPart, "RootJoint", "Motor6D")
if not rootJoint then return print("root joint not found") end
local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")
if not leftShoulder then return print("left shoulder not found") end
local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")
if not rightShoulder then return print("right shoulder not found") end
local leftHip = gp(torso, "Left Hip", "Motor6D")
if not leftHip then return print("left hip not found") end
local rightHip = gp(torso, "Right Hip", "Motor6D")
if not rightHip then return print("right hip not found") end
--humanoid
local hum = c:FindFirstChildOfClass("Humanoid")
if not hum then return print("humanoid not found") end
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = true
end
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
--60 fps
local fps = 60
local event = Instance.new("BindableEvent", c)
event.Name = "60 fps"
local floor = math.floor
fps = 1 / fps
local tf = 0
local con = nil
con = game:GetService("RunService").RenderStepped:Connect(function(s)
if not c then
con:Disconnect()
return
end
tf += s
if tf >= fps then
for i=1, floor(tf / fps) do
event:Fire(c)
end
tf = 0
end
end)
local event = event.Event
local function stopIfRemoved(instance)
if not (instance and instance.Parent) then
c = nil
return
end
instance:GetPropertyChangedSignal("Parent"):Connect(function()
if not (instance and instance.Parent) then
c = nil
end
end)
end
stopIfRemoved(c)
stopIfRemoved(hum)
for i, v in pairs({head, torso, leftArm, rightArm, leftLeg, rightLeg, humanoidRootPart}) do
stopIfRemoved(v)
end
for i, v in pairs({neck, rootJoint, leftShoulder, rightShoulder, leftHip, rightHip}) do
stopIfRemoved(v)
end
if not c then
return
end
uis = game:GetService("UserInputService")
local flying = false
uis.InputBegan:Connect(function(keycode)
if uis:GetFocusedTextBox() then
return
end
keycode = keycode.KeyCode
if keycode == Enum.KeyCode.F then
flying = not flying
end
end)
hum.WalkSpeed = 50
hum.HipHeight = 5
hum.JumpPower = 0
hum.CameraOffset = Vector3.new(0, -3, 0)
local flyspeed = 1
local cf, v3, euler, sin, sine = CFrame.new, Vector3.new, CFrame.fromEulerAnglesXYZ, math.sin, 0
while event:Wait() do
sine += 1
hum.PlatformStand = flying
humanoidRootPart.Anchored = flying
if flying then
humanoidRootPart.Velocity = v3(0, 0, 0)
local flycf = humanoidRootPart.CFrame
local fb = ((uis:IsKeyDown("W") and flyspeed) or 0) + ((uis:IsKeyDown("S") and -flyspeed) or 0)
local lr = ((uis:IsKeyDown("A") and -flyspeed) or 0) + ((uis:IsKeyDown("D") and flyspeed) or 0)
local camcf = ws.CurrentCamera.CFrame
flycf += camcf.lookVector * fb
flycf += camcf.rightVector * lr
humanoidRootPart.CFrame = flycf
end
if humanoidRootPart.Velocity.Y < -20 then
humanoidRootPart.Velocity = v3(0, -20, 0)
end
if humanoidRootPart.Velocity.Magnitude > 1 then -- walk
neck.C0 = neck.C0:Lerp(cf(0, 1, 0) * euler(-1.2217304763960306, 0.17453292519943295 * sin(sine * 0.025), -3.1590459461097367), 0.2)
rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -2 + 0.5 * sin(sine * 0.05), 2) * euler(-2.443460952792061 + -0.08726646259971647 * sin((sine + 10) * 0.05), 0.05235987755982989 * sin(sine * 0.025), -3.1590459461097367 + -0.08726646259971647 * sin(sine * 0.025)), 0.2)
leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), -1.5882496193148399 + -0.17453292519943295 * sin((sine + 20) * 0.05), -2.0943951023931953), 0.2)
rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), 1.5707963267948966 + 0.17453292519943295 * sin((sine + 20) * 0.05), 2.0943951023931953), 0.2)
leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1, 0) * euler(0, -1.5882496193148399, 0.3490658503988659 + -0.17453292519943295 * sin((sine + 30) * 0.05)), 0.2)
rightHip.C0 = rightHip.C0:Lerp(cf(1, -1, 0) * euler(0, 1.5707963267948966, -0.3490658503988659 + 0.17453292519943295 * sin((sine + 40) * 0.05)), 0.2)
else
neck.C0 = neck.C0:Lerp(cf(0, 1, 0) * euler(-2.0943951023931953 + -0.2617993877991494 * sin((sine + 20) * 0.05), 0.3490658503988659 * sin(sine * 0.025), -3.1590459461097367), 0.2)
rootJoint.C0 = rootJoint.C0:Lerp(cf(0, -2 + 1 * sin(sine * 0.05), 0) * euler(-2.792526803190927 + -0.08726646259971647 * sin((sine + 10) * 0.05), 0.05235987755982989 * sin(sine * 0.025), -3.1590459461097367 + -0.08726646259971647 * sin(sine * 0.025)), 0.2)
leftShoulder.C0 = leftShoulder.C0:Lerp(cf(-1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), -1.5882496193148399 + -0.17453292519943295 * sin((sine + 20) * 0.05), -1.2217304763960306), 0.2)
rightShoulder.C0 = rightShoulder.C0:Lerp(cf(1, 0.5, 0) * euler(-0.12217304763960307 * sin((sine + 25) * 0.05), 1.5707963267948966 + 0.17453292519943295 * sin((sine + 20) * 0.05), 1.2217304763960306), 0.2)
leftHip.C0 = leftHip.C0:Lerp(cf(-1, -1, 0) * euler(0, -1.5882496193148399, -1.2217304763960306 + -0.17453292519943295 * sin((sine + 30) * 0.05)), 0.2)
rightHip.C0 = rightHip.C0:Lerp(cf(1, -1, 0) * euler(0, 1.5707963267948966, 1.2217304763960306 + 0.17453292519943295 * sin((sine + 40) * 0.05)), 0.2)
end
end



can fling?
Holy * this is really FE i joined on my alt and i saw it on there This needs to verified